skia2/samplecode/SampleLighting.cpp
robertphillips a9652ac09e Address some SkLightingShader TODOs
This CL:
  switches the light colors to be 3 scalars (SkColor3f)
  adds some dox

Review URL: https://codereview.chromium.org/1265983003
2015-07-31 05:17:24 -07:00

100 lines
3.2 KiB
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Executable File

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SampleCode.h"
#include "Resources.h"
#include "SkCanvas.h"
#include "SkImageDecoder.h"
#include "SkLightingShader.h"
////////////////////////////////////////////////////////////////////////////
class LightingView : public SampleView {
public:
SkAutoTUnref<SkShader> fShader;
SkBitmap fDiffuseBitmap;
SkBitmap fNormalBitmap;
SkScalar fLightAngle;
SkScalar fColorFactor;
SkColor3f fAmbientColor;
LightingView() {
SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap);
SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);
fLightAngle = 0.0f;
fColorFactor = 0.0f;
SkLightingShader::Light light;
light.fColor = SkColor3f::Make(1.0f, 1.0f, 1.0f);
light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
fAmbientColor = SkColor3f::Make(0.1f, 0.1f, 0.1f);
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
light, fAmbientColor, nullptr));
}
virtual ~LightingView() {}
protected:
// overrides from SkEventSink
bool onQuery(SkEvent* evt) override {
if (SampleCode::TitleQ(*evt)) {
SampleCode::TitleR(evt, "Lighting");
return true;
}
return this->INHERITED::onQuery(evt);
}
void onDrawContent(SkCanvas* canvas) override {
fLightAngle += 0.015f;
fColorFactor += 0.01f;
if (fColorFactor > 1.0f) {
fColorFactor = 0.0f;
}
SkLightingShader::Light light;
light.fColor = SkColor3f::Make(1.0f, 1.0f, fColorFactor);
light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
light, fAmbientColor, nullptr));
SkPaint paint;
paint.setShader(fShader);
paint.setColor(SK_ColorBLACK);
SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(),
(SkScalar)fDiffuseBitmap.height());
canvas->drawRect(r, paint);
// so we're constantly updating
this->inval(NULL);
}
SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
this->inval(NULL);
return this->INHERITED::onFindClickHandler(x, y, modi);
}
private:
typedef SampleView INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static SkView* MyFactory() { return new LightingView; }
static SkViewRegister reg(MyFactory);